Sample
Tell the keyer which colours belong to the sampled range.
Resolve FX Key for fast colour-based isolation and chroma-key work. You sample the image directly with strokes, choose a colour-space/behaviour model, refine the chroma and luma selection, clean the alpha with Matte Finesse, constrain it with a Garbage Matte, suppress spill and inspect the result through dedicated alpha outputs.
Mental model
Most failed keys come from asking a later stage to compensate for an earlier mistake. A bad sample should be fixed in sampling, a bad colour separation in Behaviour/Key Adjustments, dirty alpha in Matte Finesse, unwanted set areas in Garbage Matte, and spill only after alpha is stable.
Tell the keyer which colours belong to the sampled range.
Choose the representation and behaviour that separates screen from subject best.
Fine-tune what enters the key without destroying useful edge information.
Clean the alpha only after the selection itself is already sensible.
Constrain the frame, remove spill and validate the final edge.
Selection + Behaviour Options
Sampling, Invert, Stroke management, Color Space, behaviour preset and Despill are the foundation. If these are wrong, later cleanup gets destructive very quickly.
The top 3D Keyer tools build the range from colours sampled by strokes directly in the Viewer. The main picker gathers samples, while the adjacent add/subtract tools expand or exclude problematic areas. This matters more than later sliders: a poor initial sample forces Matte Finesse to repair the wrong matte.
Invert swaps the selected and unselected sides of the key. It is enabled in the supplied panel. This is not an edge-cleanup control: when the alpha is simply oriented the wrong way, Invert fixes the logic without destroying tolerance or softness settings.
Stroke lets you select an existing sampling stroke. Delete Stroke removes the current stroke, while Reset returns the keyer to its initial state. This is safer than compensating for a bad sample with extreme Chroma/Luma adjustments.
3D Keyer exposes YUV, HSL, HSP and Lab. YUV is selected in the screenshot and is the usual starting point. If subject and screen separate poorly in one colour representation, another Color Space can give a more useful selection geometry. After switching, do not judge the result from old strokes—rebuild the sample.
The four modes determine how strictly 3D Keyer interprets sampled colours. Soft gives a gentler falloff and is more forgiving of Chroma/Luma variation; Flat is the default green/blue-screen mode, fully keying sampled colours while allowing small nearby variations; Tight targets essentially the exact picked colour without automatic range softening; Luma behaves like Tight but ignores chroma and keys from luminance. Flat is active in the supplied panel.
Despill suppresses unwanted screen colour on subject edges, skin, hair and reflective materials. The screenshot shows 0.000, so no additional suppression is applied. Raise Despill after the matte itself is stable; otherwise a desaturated edge can be mistaken for a clean key.
Usage Options
These controls are mostly about inspection and sampling visibility. They do not replace Output modes; use both layers of diagnostics when troubleshooting a difficult matte.
Displays the lines/strokes used to sample the key in the Viewer. This is a diagnostic overlay; enabling it should not itself change the matte.
With Smart Show Paths enabled, a sampling line is visible only while you draw it and disappears when the mouse button is released. This is cleaner than permanent Show Paths when you want feedback during sampling without leaving strokes over the Viewer. Smart Show Paths is enabled in the supplied panel.
While you draw a sampling stroke, Auto B/W Highlight automatically switches the Viewer into Highlight B/W so the new sample can be judged in real time; when the mouse button is released, the Viewer returns to its previous mode. White/black represent opaque/transparent matte regions, while grey values reveal partial transparency and edge transitions.
Show Key Map displays a Viewer map made of the Color Space box plus the Brightness Range, with sampled colours plotted inside the colour region and brightness bar. Key Map Zoom magnifies that diagnostic map for closer inspection. In the supplied panel Show Key Map is off and Zoom is 0.500; it does not scale the image or the matte.
Key Adjustments
The supplied Resolve 21 panel exposes ten key-adjustment decisions. Treat Tolerance/Softness as primary controls, Tilt/Shift/Rotate as fine geometry, and Luma Low/High plus their softness as an additional constraint—not as a replacement for colour sampling.
Widens or narrows the chroma range around the sampled colours. Increase it in small steps: too much tolerance starts to capture clothing, skin and other colours close to the screen.
Softens the transition around the selected chroma boundary. The supplied value is 25.0. Too little can create a hard stair-stepped edge; too much can make subject edges unnecessarily transparent.
Lets the keyer keep Chroma Softness more consistent across highly saturated and desaturated regions at the same time. It is enabled in the supplied panel and is normally left on. If manual Chroma Softness lacks useful range in Soft/Flat, disabling it can help; in Tight and Luma it is automatically disabled because adaptive softness conflicts with those modes.
Moves the selected chroma region vertically inside the Color Space representation. This lets you reposition the existing region toward the actual colour cluster without widening the entire Tolerance. The supplied value is 0.000.
Moves the selected chroma region horizontally inside the Color Space representation. Unlike Tolerance, Shift repositions the region rather than widening it. The supplied value is 0.000, the neutral position.
Rotates the selected chroma region around the Color Space origin, changing its position by colour angle. It is useful when the cluster needs to follow the actual tint/temperature distribution without simply widening Tolerance. The supplied value is 0.0.
Luma Low expands or contracts the dark side of the key in the Brightness Range, while Luma High does the same for the bright side. They add a luminance constraint to the sampled chroma range and help when subject and screen are colour-similar but brightness-separable. Avoid cutting natural shadows, highlights and transparency from the subject.
Softens the transition around Luma Low and Luma High. Both values are 0.200 in the supplied panel. This prevents a hard matte step when a luma limit is useful but the subject contains natural brightness gradients.
Matte Finesse
Bank 1 handles pre-filtering, black/white cleanup, clipping, blur and edge bias. Bank 2 adds morphological Shrink/Grow/Opening/Closing with Shape, Radius and Iterations. This is where a technically correct selection becomes a production matte—but aggressive settings can destroy hair, motion blur and transparency very quickly.
Buttons 1 and 2 switch between two Matte Finesse control banks. The supplied screenshot shows Bank 1 with Pre Filter, Clean Black/White, Black/White Clip, Blur Radius and In/Out Ratio. Bank 2 is for morphological matte shaping: Shrink/Grow/Opening/Closing with Shape, Radius and Iterations. These are two pages of different cleanup tools, not two result presets.
In Bank 2, Operation selects Shrink, Grow, Opening or Closing. Shape chooses the operation geometry—Circle, Square or Diamond; Radius sets the amount of shrink/grow/open/close, while Iterations repeats the operation for a stronger result. These are powerful alpha-shaping tools, so use them only after the key itself is sound and watch hair, holes and fine detail.
Pre-filters the image before colour sampling/key calculation and can stabilise difficult source material such as compression/MPEG blocking or fine chroma chatter. The supplied value is 0.200. This is not general image denoising: too much Pre Filter can erase fine hair and real edge texture before the keyer evaluates it.
Removes grey contamination from the black part of the matte where the background should be fully transparent. It is often a better first cleanup step than immediately pushing Black Clip. Too much can damage semi-transparent edges.
Strengthens grey or weak areas inside the subject where alpha should be closer to solid white. It can repair holes in clothing/body regions, but too much turns naturally translucent detail into a plastic cutout.
Clips the dark side of the matte more aggressively than Clean Black. It is a powerful final cleanup tool, but it quickly destroys soft transitions. If you need a large Black Clip change, revisit sampling and Chroma Adjustments first.
Defines the upper clipping point of the white side of the matte. The supplied panel shows White Clip = 100.0. Changing it can consolidate or release the high-alpha region, but aggressive clipping easily damages transparency and fine detail.
Blurs alpha after the main keying/cleanup stage. It can soften an overly digital edge, but excessive blur creates halos, removes detail and makes the subject look softer than the background. The shown 0.0 is a good neutral start.
Controls where edge treatment is biased relative to the matte boundary. At 0, Blur Radius is distributed equally inside and outside; negative values bias treatment inward, positive values outward. It can also help even with Blur Radius at 0: negative bias can suppress small white specks, while positive bias can fill small black holes. The supplied value is 0.0.
Garbage Matte + Output
Matte Shape offers None, Rectangle and Ellipse. Use Rectangle/Ellipse to crop away lighting stands, boom mics, tracking markers or screen edges that should never enter the key. When a shape is enabled, Open FX Overlay exposes on-screen controls for its position and size. It is a fast coarse constraint, not a replacement for a tracked complex roto mask.
Shows the transparent side of alpha as grey while the solid side remains in full colour. Useful for spotting residual screen colour around edges without losing image context.
Displays the alpha channel itself in black and white. This is the clearest mode for additional sampling and for finding grey contamination, holes and unwanted transparency.
Shows the keyed clip composited over the video track below it. Return here after alpha diagnostics to judge edge colour, despill and whether the subject actually integrates with the replacement background.
Real Resolve 21 controls
Production workflow
Make several clean sample strokes across the screen without touching the subject. If one stroke is bad, Delete Stroke is better than compensating with ten sliders.
Start with YUV + Flat. If separation is weak, Reset, change Color Space or the behaviour preset, and rebuild the sample cleanly.
Use Alpha Highlight B/W or Show Key Map. Tuning a key from the beauty image is far less reliable than tuning from alpha.
Refine Chroma Tolerance/Softness, then use Tilt/Shift/Rotate and Luma Low/High with separate softness only when necessary.
Matte Finesse: Pre Filter → Clean Black/White → Clip → minimal Blur/In-Out. Start with gentle cleanup and leave hard operations until the end.
Constrain irrelevant areas with Garbage Matte, then add Despill and return Output to Final Composite. Finally inspect hair, motion blur, transparency and edge colour against the actual background.
Common failures
Cause: Tolerance/Clip/Clean controls were pushed for a perfectly binary matte and destroyed natural transparency.
Fix: Allow some grey in fine edges: reduce hard clipping, compare Soft/Flat and Chroma Softness, then judge against the replacement background.
Cause: Alpha is nearly correct but screen spill remains in RGB, or edge treatment is biased too far outward.
Fix: Do not keep widening tolerance. Stabilise the matte, then add careful Despill and, if needed, a small In/Out Ratio adjustment.
Cause: Uneven screen, noise or a sampled/chroma range that is too narrow.
Fix: Add clean samples in the problem areas, then adjust Chroma Tolerance; use Pre Filter/Clean Black for residual contamination rather than as a substitute for sampling.
Cause: Subject colour is close to the screen and global Chroma Tolerance has become too broad.
Fix: Try another Color Space/behaviour preset, a targeted subtract stroke, Luma limits or a Garbage Matte instead of more tolerance.
Cause: The matte was judged only against the original/similar background; Blur Radius or spill hid the real edge problem.
Fix: Inspect alpha in B/W and composite it against at least one bright and one dark test background. Fix alpha before cosmetic despill/blur.
3D Keyer is best understood as two different jobs in sequence: first build a sensible colour range, then turn that range into a production matte. Sampling strokes, Color Space and Key Adjustments decide what enters the selection; Matte Finesse cleans the resulting alpha. If those stages are confused, hard clipping can hide a poor key while destroying hair, motion blur and transparency.
| Layer | What it means | How to verify |
|---|---|---|
| Sampling strokes / Invert / Stroke | Define the original colour samples and matte direction. Delete Stroke removes one bad sample; Reset returns the keyer to a clean state. | Use Show Paths and Alpha Highlight B/W to see where strokes were drawn and which side of the key they created. |
| Color Space · YUV / HSL / HSP / Lab | Changes the colour representation in which the sampled range is separated from other pixels. This can change separation behaviour substantially without changing the source image. | Reset, choose another space, rebuild the sample and compare the B/W matte with the same amount of downstream cleanup. |
| Soft / Flat / Tight / Luma · Despill | The behaviour preset defines the starting character of the key, while Despill suppresses reflected screen colour in the RGB result. They solve different problems. | Judge the preset from alpha; judge Despill from skin/edge colour against the real replacement background. |
| Chroma Tolerance / Softness / Adaptive | Tolerance expands/contracts the chroma range, Softness controls the hardness of its boundary, while Adaptive Chroma Softness helps keep behaviour consistent between saturated and desaturated regions; it is automatically disabled in Tight/Luma. | Find the point where the screen is clean but the subject has not started developing holes. Inspect hair and motion blur separately. |
| Chroma Tilt / Shift / Rotate | Tilt moves the selection vertically in Color Space, Shift moves it horizontally, and Rotate turns it around the central origin. These are position/orientation controls, not three more forms of Tolerance. | Move them in small increments with Show Key Map/B&W preview. Large values often indicate that the screen should be resampled instead. |
| Luma Low / High + Low / High Softness | Add a luminance constraint on top of the chroma selection with independent feathering for each luma boundary. | Useful when hue is similar but luminance differs. Make sure natural subject shadows/highlights do not become transparent. |
| Matte Finesse · Bank 1 / 2 | Bank 1 contains Pre Filter, Clean Black/White, Black/White Clip, Blur Radius and In/Out Ratio. Bank 2 provides morphological Shrink/Grow/Opening/Closing operations, Circle/Square/Diamond Shape, Radius and Iterations for reshaping the already-created alpha. | Build a correct selection and gentle Bank 1 cleanup first. Use Bank 2 conservatively while watching hair, holes, motion blur and edge geometry. |
| Garbage Matte / Output | None/Rectangle/Ellipse provide a quick coarse work-area constraint; Output switches between Alpha Highlight, Alpha Highlight B/W and Final Composite. | Exclude irrelevant set areas before fine cleanup and switch repeatedly between B/W alpha and Final Composite. |
Likely cause: Sampling is too narrow or the screen is uneven; Matte Finesse is being asked to compensate for an incomplete chroma selection.
Fix: Add clean samples or slightly widen Chroma Tolerance, then use Pre Filter/Clean Black only for the residue.
Likely cause: Clean/Clip is too aggressive or chroma/luma softness is too low.
Fix: Reduce hard clipping, restore transition and judge against the final background instead of chasing a perfectly binary B/W matte.
Likely cause: The remaining problem is RGB spill rather than matte structure.
Fix: Do not widen the key further; apply careful Despill and, if needed, a small In/Out Ratio adjustment.
Likely cause: The strokes do not describe the full real screen range or lighting/white balance changes through the shot.
Fix: Inspect multiple time points, add representative samples and do not use clipping to hide a problem that changes over time.
On the Color page, keep 3D Keyer on a dedicated node so bypass and key routing remain obvious. For a local grading key, downstream structure depends on Key Output/Outside Node. For transparency/compositing, verify alpha routing and the order of operations that must happen before versus after keying.
Waveform/Vectorscope/RGB Parade can explain screen-versus-subject differences in luminance/chroma, but key quality is ultimately evaluated in alpha itself. The primary validation is therefore Alpha Highlight B/W/Key Map plus the real composite. Scopes complement diagnosis but do not replace matte inspection.
3D Keyer sampling depends on the signal state entering the node. A CST/DRT/LUT or strong upstream grade changes colour coordinates and can change separation. Fix placement before sampling and do not move an established key across major colour transforms without re-validation. For final compositing, also consider where despill happens relative to the output transform.
explicit conversion between colour-space/gamma descriptions, including tone/gamut mapping
node-level input/output through the standardised ACES transform set
conversion between white points / illuminants through a CAT model
compressing hue/saturation/luminance variation around a selected Target Color
temporal matching of unwanted brightness/white-balance drift around a chosen reference and analysis region
selective increase or reduction of local contrast at a chosen structure scale and within a controlled tonal range
programmable host for custom transform code whose maths, UI and signal contract are defined by the selected DCTL/DCTLE
depth-weighted reduction of smog/airlight/haze through a simulated depth matte and coupled colour/contrast correction
suppression of reflected red/green/blue screen spill after the subject has already been isolated by key/matte/roto
spatial display of exposure zones through camera-matched or creative false-colour mapping and a legend
final hard-clipping of chromaticities to a specified delivery/QC gamut boundary
tone/gamut remapping through luminance roll-off, saturation compression/clip and OOTF without a separate input/output colour-space conversion
simple independent inversion of Red/Green/Blue/Alpha channels for creative and technical channel/key operations
AI-assisted SDR→HDR mapping with an explicit input/output signal contract, Middle Gray, target peak luminance and creative shaping
procedural Pan/Tilt/Rotation/Zoom motion with waveform, randomness, pauses and blanking handling
creative optical-look effect combining spatial diffusion, coloured Tone Lights, tonal protection, a falloff mask and a LUT-compatible subset
procedural texture/look effect combining blur/colour drift, vignette, changing dirt and up to five scratches with motion/flicker
procedural film-style texture with gauge presets, grain geometry, composite modes, tonal/RGB weighting and final mix
integrated scene-referred film-emulation environment combining a baked-in Blackmagic film response, colour shaping, halation/bloom/grain/flicker/gate weave and a LUT-compatible subset
dedicated temporal exposure modulation with tonal flicker modes, RGB selection, smoothness, randomness, pauses and a deterministic seed
film-style highlight scatter using an isolation matte, chromatic dye-layer reflections, secondary glow and optional grain
creative shadow/highlight colour separation through Natural/Strong/Custom modes, Pivot, Hue Angle, neutral protection and colour-space overrides
edge framing and visual-attention control through Basic/Advanced geometry, position, colour and compositing
solid-colour generation for Layer Mixer, masks, fills and simple colour washes
analytical extraction of dominant colours with shadow/midtone/highlight region breakdown
procedural technical grid with line hierarchy and deep plane transforms
Compare a Resolve FX key with HSL/3D qualifiers and spatial masks on the Color page.
Node Key Input/Output, Key Output Gain and alpha/key routing after matte creation.
Related compositing keyer and broader node-based workflow.
Dedicated Resolve FX for cases where alpha is already finished and screen-spill control should be separate.
Panel names are cross-checked against the Resolve 21 screenshots already shown on each page. Where Blackmagic does not publish proprietary implementation math, the article describes documented signal semantics and observable behaviour rather than inventing an algorithm.
FAQ
They are related in the idea of sampling colour in a multidimensional representation, but they are different tools and workflow contexts. Resolve FX 3D Keyer builds a key/matte inside the effect with its own Behaviour, Usage, Key Adjustments, Matte Finesse, Garbage Matte and Output controls. The Color-page 3D Qualifier is used as a node qualifier signal.
Tune the key itself from Alpha Highlight B/W or Key Map because contamination, holes and transparency are immediately visible. Use Final Composite for the final judgement of edge integration, despill and realism on the actual background.
When clean YUV sampling still cannot separate the subject and screen reliably. Reset, change Color Space and rebuild the sample; comparing spaces on top of accumulated adjustments is not meaningful.
No. Build the correct alpha first. Despill corrects colour contamination but does not replace a clean matte. Otherwise a grey edge can look 'clean' simply because the screen colour has been desaturated.
No. The built-in Garbage Matte is a quick coarse limiter. For complex shapes, tracking or roto, use a dedicated Window/Polygon/Fusion mask; Rectangle/Ellipse is ideal for quickly excluding irrelevant parts of the set.
Clipping quickly makes a matte binary and visually 'clean', but hair, motion blur, glass and semi-transparent detail pay the price. Fix sampling/chroma/luma first, use Clean Black/White next, and reserve clipping for the residue.
Next steps
Previous FX
Return to the final documented Generate effect.
HSL/3D qualifiers, Windows and tracking for node-level secondary corrections.
Related node-based keying workflow in Fusion.
Next FX
Continue inside Resolve FX Key with dedicated matte morphology and alpha repair.
Resolve FX catalog
3D Keyer now opens a Key section that already continues into Alpha Matte Shrink and Grow.